Added ShadowScope;
Renamed PBRScope to SurfaceInputsScope;
This commit is contained in:
@@ -16,28 +16,6 @@ Shader "HDRP/Toon"
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[HideInInspector] _utsVersionY("VersionY", Float) = 7
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 6
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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_MaskMap("MaskMap", 2D) = "white" {}
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//[ToggleUI, HideInInspector] _Use_MaskMap("Use MaskMap", Int) = 0
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_MetallicRemapMin("MetalicRemapMin", Float) = 0.0
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_MetallicRemapMax("MetalicRemapMax", Float) = 1.0
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_SmoothnessRemapMin("RoughnessRemapMin", Float) = 0.0
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_SmoothnessRemapMax("RoughnessRemapMax", Float) = 1.0
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_AlphaRemapMin("AlphaRemapMin", Float) = 0.0 // HDRP 14
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_AlphaRemapMax("AlphaRemapMax", Float) = 1.0 // HDRP 14
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMax("AORemapMax", Float) = 1.0
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_SSSLutMap("SSSLutMap", 2D) = "white" {}
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[ToggleUI, HideInInspector] _Use_SSSLut("Use SSSLut", Int) = 0
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_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
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_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
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_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
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_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
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@@ -268,7 +246,6 @@ Shader "HDRP/Toon"
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[KeywordEnum(Standard, SDF)] _Shading_Mode("Shade Grade mode", Float) = 0
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[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", int) = 0
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[KeywordEnum(Off, Standard, Anisotropy, KKHair, Toon)] _PBR_Mode("PBR Mode", int) = 0
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[Toggle] _Receive_Hair_Shadow("Receive HairS hadow", Float) = 0
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[ToggleUI] _HairBlendingTarget("Hair Blending Target", Float) = 0
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_SurfaceFeatures("Surface Features", Float) = 0
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@@ -298,6 +275,37 @@ Shader "HDRP/Toon"
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_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
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_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
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// Shadow
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[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
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[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Float) = 0
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[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Float) = 0
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_ShadowDistanceBias("ShadowBias", Range(0.0, 5.0)) = 0.0
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_ShadowNormalBias("ShadowNormalBias", Range(0.0, 5.0)) = 0.0
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//_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
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// Surface Inputs
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
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//_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.0
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_MaskMap("MaskMap", 2D) = "white" {}
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_MetallicRemapMin("MetalicRemapMin", Float) = 0.0
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_MetallicRemapMax("MetalicRemapMax", Float) = 1.0
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_SmoothnessRemapMin("RoughnessRemapMin", Float) = 0.0
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_SmoothnessRemapMax("RoughnessRemapMax", Float) = 1.0
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_AlphaRemapMin("AlphaRemapMin", Float) = 0.0
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_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMax("AORemapMax", Float) = 1.0
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_SSSLutMap("SSSLutMap", 2D) = "white" {}
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[ToggleUI, HideInInspector] _Use_SSSLut("Use SSSLut", Int) = 0
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_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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@@ -320,8 +328,10 @@ Shader "HDRP/Toon"
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[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
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[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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[Enum(Off, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
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// these are set in UniversalToonGUI.cs in accordance with _StencilMode
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@@ -361,13 +371,6 @@ Shader "HDRP/Toon"
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_BumpScale("Normal Scale", Range(0, 1)) = 1
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[Toggle(_)] _Is_NormalMapToBase("Is_NormalMapToBase", Float) = 0
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// Hair Shadow
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[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
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_ShadowBias("ShadowBias", Range(0.0, 5.0)) = 0.0
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[Toggle(_)] _Set_SystemShadowsToBase("Set_SystemShadowsToBase", Float) = 1
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_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
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// Eye Parallax
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[Toggle(_)] _Is_EyeParallax("_Is_EyeParallax", Float) = 0
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@@ -659,6 +662,8 @@ Shader "HDRP/Toon"
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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#pragma multi_compile _ LIGHT_LAYERS
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#pragma shader_feature_local_fragment _MASKMAP
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#ifndef DEBUG_DISPLAY
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// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
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// Don't do it with debug display mode as it is possible there is no depth prepass in this case
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@@ -1001,10 +1006,14 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _USE_SHADING_RAMP_MAP_ON
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#pragma shader_feature_local_fragment _RECEIVE_LIGHT_SHADOW_ON
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#pragma shader_feature_local_fragment _RECEIVE_SCREEN_SPACE_SHADOW_ON
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#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
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#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
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#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
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#pragma shader_feature_local_fragment _MASK_MAP
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#pragma shader_feature_local_fragment _MASKMAP
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#pragma shader_feature_local_fragment _NORMAL_MAP
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#pragma shader_feature_local_fragment _ANISOTROPY_MAP
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#pragma shader_feature_local_fragment _SPECULAR_COLOR_MAP
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@@ -1012,8 +1021,6 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _OUTLINE_COLOR_MAP
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#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
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#define PUNCTUAL_SHADOW_MEDIUM
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#define DIRECTIONAL_SHADOW_MEDIUM
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#define AREA_SHADOW_MEDIUM
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